CLEO VZLOM v2.0

Мод добавляет возможность, как в GTA 4, это усложнённый угон машин! Теперь каждая припаркованная машина будет закрыта на замок, которую возможно угнать, только разбив стекло и заведя двигатель машины.

OTB_PD.cs

{$VERSION 3.1.1000}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:OTB_PD_2
thread 'OTB_PD'
wait 0
if
$ONMISSION == 0
jf @OTB_PD_4197
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4197
if
not Actor.Driving($PLAYER_ACTOR)
jf @OTB_PD_4232
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 6.0 -6.0 1.0
04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset -6.0 6.0 1.0
0327: 6@ = get_random_car_with_model -1 in_rectangle_cornerA 0@ 1@ cornerB 3@ 4@
if
not 6@ == -1
jf @OTB_PD_169
jump @OTB_PD_176

:OTB_PD_169
jump @OTB_PD_4211

:OTB_PD_176
if
0ABE: vehicle 6@ engine_on
jf @OTB_PD_199
jump @OTB_PD_4204

:OTB_PD_199
if and
02CA: car 6@ bounding_sphere_visible
82BF: not car 6@ sunk
8495: not car 6@ burning
jf @OTB_PD_4204
if and
not 6@ == 403
not 6@ == 406
not 6@ == 407
not 6@ == 408
not 6@ == 409
not 6@ == 413
not 6@ == 414
not 6@ == 416
not 6@ == 417
jf @OTB_PD_315
jump @OTB_PD_322

:OTB_PD_315
jump @OTB_PD_4204

:OTB_PD_322
if and
not 6@ == 425
not 6@ == 427
not 6@ == 428
not 6@ == 430
not 6@ == 431
not 6@ == 432
not 6@ == 433
not 6@ == 435
not 6@ == 437
jf @OTB_PD_412
jump @OTB_PD_419

:OTB_PD_412
jump @OTB_PD_4204

:OTB_PD_419
if and
not 6@ == 438
not 6@ == 440
not 6@ == 441
not 6@ == 443
not 6@ == 446
not 6@ == 447
not 6@ == 449
not 6@ == 450
not 6@ == 452
jf @OTB_PD_509
jump @OTB_PD_516

:OTB_PD_509
jump @OTB_PD_4204

:OTB_PD_516
if and
not 6@ == 453
not 6@ == 454
not 6@ == 455
not 6@ == 456
not 6@ == 457
not 6@ == 459
not 6@ == 460
jf @OTB_PD_590
jump @OTB_PD_597

:OTB_PD_590
jump @OTB_PD_4204

:OTB_PD_597
if and
not 6@ == 464
not 6@ == 465
not 6@ == 469
not 6@ == 472
not 6@ == 473
not 6@ == 476
not 6@ == 481
not 6@ == 482
not 6@ == 483
jf @OTB_PD_687
jump @OTB_PD_694

:OTB_PD_687
jump @OTB_PD_4204

:OTB_PD_694
if and
not 6@ == 484
not 6@ == 485
not 6@ == 486
not 6@ == 487
not 6@ == 488
not 6@ == 490
not 6@ == 493
not 6@ == 497
not 6@ == 498
jf @OTB_PD_784
jump @OTB_PD_791

:OTB_PD_784
jump @OTB_PD_4204

:OTB_PD_791
if and
not 6@ == 499
not 6@ == 501
not 6@ == 508
not 6@ == 509
not 6@ == 510
not 6@ == 511
not 6@ == 512
not 6@ == 513
not 6@ == 514
jf @OTB_PD_881
jump @OTB_PD_888

:OTB_PD_881
jump @OTB_PD_4204

:OTB_PD_888
if and
not 6@ == 515
not 6@ == 519
not 6@ == 520
not 6@ == 523
not 6@ == 524
not 6@ == 525
not 6@ == 530
not 6@ == 531
not 6@ == 532
jf @OTB_PD_978
jump @OTB_PD_985

:OTB_PD_978
jump @OTB_PD_4204

:OTB_PD_985
if and
not 6@ == 537
not 6@ == 538
not 6@ == 539
not 6@ == 544
not 6@ == 548
not 6@ == 552
not 6@ == 553
not 6@ == 554
not 6@ == 563
jf @OTB_PD_1075
jump @OTB_PD_1082

:OTB_PD_1075
jump @OTB_PD_4204

:OTB_PD_1082
if and
not 6@ == 564
not 6@ == 568
not 6@ == 569
not 6@ == 570
not 6@ == 571
not 6@ == 572
not 6@ == 573
not 6@ == 574
not 6@ == 577
jf @OTB_PD_1172
jump @OTB_PD_1179

:OTB_PD_1172
jump @OTB_PD_4204

:OTB_PD_1179
if and
not 6@ == 578
not 6@ == 583
not 6@ == 584
not 6@ == 588
not 6@ == 590
not 6@ == 591
not 6@ == 592
not 6@ == 593
not 6@ == 594
jf @OTB_PD_1269
jump @OTB_PD_1276

:OTB_PD_1269
jump @OTB_PD_4204

:OTB_PD_1276
if and
not 6@ == 595
not 6@ == 596
not 6@ == 597
not 6@ == 598
not 6@ == 599
not 6@ == 601
not 6@ == 603
not 6@ == 605
not 6@ == 606
jf @OTB_PD_1366
jump @OTB_PD_1373

:OTB_PD_1366
jump @OTB_PD_4204

:OTB_PD_1373
if and
not 6@ == 607
not 6@ == 608
not 6@ == 609
not 6@ == 610
not 6@ == 611
jf @OTB_PD_1431
jump @OTB_PD_1438

:OTB_PD_1431
jump @OTB_PD_4204

:OTB_PD_1438
if
88A7: not car 6@ componentB 2 opened_or_not_present
jf @OTB_PD_4204
if
88A7: not car 6@ componentB 3 opened_or_not_present
jf @OTB_PD_4204
Car.DoorStatus(6@) = 2
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_DOORLOCKED_LHS"
jf @OTB_PD_1644
jump @OTB_PD_1524

:OTB_PD_1524
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_DOORLOCKED_RHS"
jf @OTB_PD_1567
jump @OTB_PD_4204

:OTB_PD_1567
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset -1.0 0.0 0.0
if
01AD: car 6@ sphere 1 near_point 15@ 16@ radius 1.9 1.9
jf @OTB_PD_4204
gosub @OTB_PD_1721
jump @OTB_PD_1781

:OTB_PD_1644
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0
if
01AD: car 6@ sphere 0 near_point 15@ 16@ radius 1.9 1.9
jf @OTB_PD_4204
gosub @OTB_PD_1721
jump @OTB_PD_2682

:OTB_PD_1721
7@ = Car.Angle(6@)
Car.LockInCurrentPosition(6@) = True
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
01F7: set_player $PLAYER_CHAR ignored_by_cops 1
Player.CanMove($PLAYER_CHAR) = False
return

:OTB_PD_1781
0209: 9@ = random_int_in_ranges 0 14
if or
9@ == 0
9@ == 3
9@ == 6
9@ == 9
9@ == 12
jf @OTB_PD_1843
jump @OTB_PD_2146

:OTB_PD_1843
wait 0
if or
9@ == 1
9@ == 4
9@ == 7
9@ == 10
9@ == 13
jf @OTB_PD_1900
jump @OTB_PD_2414

:OTB_PD_1900
if or
9@ == 2
9@ == 5
9@ == 8
9@ == 11
9@ == 14
jf @OTB_PD_1781
0615: define_AS_pack_begin 8@
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "BIKE_ELBOWR" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end 8@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 8@
061B: remove_references_to_AS_pack 8@

:OTB_PD_2055
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4131
if
056E: car 6@ defined
jf @OTB_PD_4131
if
Actor.Animation($PLAYER_ACTOR) == "BIKE_ELBOWR"
jf @OTB_PD_2055
Car.DoorStatus(6@) = 0
073C: car 6@ damage_componentB 3
wait 1000
jump @OTB_PD_3583

:OTB_PD_2146
wait 0
if
84EE: not animation "FIGHT_D" loaded
jf @OTB_PD_2190
04ED: load_animation "FIGHT_D"
jump @OTB_PD_2146

:OTB_PD_2190
0615: define_AS_pack_begin 8@
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
7@ += 90.0
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "FIGHTD_M" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end 8@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 8@
061B: remove_references_to_AS_pack 8@

:OTB_PD_2310
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4131
if
056E: car 6@ defined
jf @OTB_PD_4131
if
Actor.Animation($PLAYER_ACTOR) == "FIGHTD_M"
jf @OTB_PD_2310
Car.DoorStatus(6@) = 0
073C: car 6@ damage_componentB 3
wait 1000
04EF: release_animation "FIGHT_D"
0687: clear_actor $PLAYER_ACTOR task
jump @OTB_PD_3583

:OTB_PD_2414
wait 0
if
84EE: not animation "FIGHT_B" loaded
jf @OTB_PD_2458
04ED: load_animation "FIGHT_B"
jump @OTB_PD_2414

:OTB_PD_2458
0615: define_AS_pack_begin 8@
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
7@ += 90.0
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end 8@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 8@
061B: remove_references_to_AS_pack 8@

:OTB_PD_2578
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4131
if
056E: car 6@ defined
jf @OTB_PD_4131
if
Actor.Animation($PLAYER_ACTOR) == "FIGHTB_M"
jf @OTB_PD_2578
Car.DoorStatus(6@) = 0
073C: car 6@ damage_componentB 3
wait 1000
04EF: release_animation "FIGHT_B"
0687: clear_actor $PLAYER_ACTOR task
jump @OTB_PD_3583

:OTB_PD_2682
wait 0
0209: 9@ = random_int_in_ranges 0 14
if or
9@ == 0
9@ == 3
9@ == 6
9@ == 9
9@ == 12
jf @OTB_PD_2748
jump @OTB_PD_3047

:OTB_PD_2748
if or
9@ == 1
9@ == 4
9@ == 7
9@ == 10
9@ == 13
jf @OTB_PD_2801
jump @OTB_PD_3315

:OTB_PD_2801
if or
9@ == 2
9@ == 5
9@ == 8
9@ == 11
9@ == 14
jf @OTB_PD_2682
0615: define_AS_pack_begin 8@
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "BIKE_ELBOWL" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end 8@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 8@
061B: remove_references_to_AS_pack 8@

:OTB_PD_2956
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4131
if
056E: car 6@ defined
jf @OTB_PD_4131
if
Actor.Animation($PLAYER_ACTOR) == "BIKE_ELBOWL"
jf @OTB_PD_2956
Car.DoorStatus(6@) = 0
073C: car 6@ damage_componentB 2
wait 1000
jump @OTB_PD_3583

:OTB_PD_3047
wait 0
if
84EE: not animation "FIGHT_B" loaded
jf @OTB_PD_3091
04ED: load_animation "FIGHT_B"
jump @OTB_PD_3047

:OTB_PD_3091
0615: define_AS_pack_begin 8@
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
7@ -= 90.0
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "FIGHTB_M" IFP "FIGHT_B" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end 8@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 8@
061B: remove_references_to_AS_pack 8@

:OTB_PD_3211
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4131
if
056E: car 6@ defined
jf @OTB_PD_4131
if
Actor.Animation($PLAYER_ACTOR) == "FIGHTB_M"
jf @OTB_PD_3211
Car.DoorStatus(6@) = 0
073C: car 6@ damage_componentB 2
wait 1000
04EF: release_animation "FIGHT_B"
0687: clear_actor $PLAYER_ACTOR task
jump @OTB_PD_3583

:OTB_PD_3315
wait 0
if
84EE: not animation "FIGHT_D" loaded
jf @OTB_PD_3359
04ED: load_animation "FIGHT_D"
jump @OTB_PD_3315

:OTB_PD_3359
0615: define_AS_pack_begin 8@
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "ROADCROSS" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
7@ -= 90.0
05D4: AS_actor -1 rotate_angle 7@
0605: actor -1 perform_animation "FIGHTD_M" IFP "FIGHT_D" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end 8@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 8@
061B: remove_references_to_AS_pack 8@

:OTB_PD_3479
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4131
if
056E: car 6@ defined
jf @OTB_PD_4131
if
Actor.Animation($PLAYER_ACTOR) == "FIGHTD_M"
jf @OTB_PD_3479
Car.DoorStatus(6@) = 0
073C: car 6@ damage_componentB 2
wait 1000
04EF: release_animation "FIGHT_D"
0687: clear_actor $PLAYER_ACTOR task
jump @OTB_PD_3583

:OTB_PD_3583
05CB: AS_actor $PLAYER_ACTOR enter_car 6@ as_driver -1 ms

:OTB_PD_3593
wait 0
if
Actor.InCar($PLAYER_ACTOR, 6@)
jf @OTB_PD_3593
jump @OTB_PD_3623

:OTB_PD_3623
gosub @OTB_PD_4145
if
06FF: any_ped_near_actor $PLAYER_ACTOR in_range 15.0
jf @OTB_PD_3658
jump @OTB_PD_3665

:OTB_PD_3658
Player.SetMinWantedLevel($PLAYER_CHAR, 1)

:OTB_PD_3665
Car.LockInCurrentPosition(6@) = True

:OTB_PD_3672
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4204
if
056E: car 6@ defined
jf @OTB_PD_4204
02D4: car 6@ turn_off_engine
if
0AB0: key_pressed 87
jf @OTB_PD_4088
if
Actor.InCar($PLAYER_ACTOR, 6@)
jf @OTB_PD_4204
0605: actor $PLAYER_ACTOR perform_animation "XPRESSSCRATCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
if
8185: not car 6@ health >= 500
jf @OTB_PD_3897
0209: 9@ = random_int_in_ranges 0 40
if or
9@ == 0
9@ == 40
jf @OTB_PD_3874
if
Actor.InCar($PLAYER_ACTOR, 6@)
jf @OTB_PD_4204
036A: put_actor $PLAYER_ACTOR in_car 6@
jump @OTB_PD_3988

:OTB_PD_3874
0ABF: set_vehicle 6@ engine_state_to 1
wait 100
02D4: car 6@ turn_off_engine
jump @OTB_PD_3672

:OTB_PD_3897
0209: 9@ = random_int_in_ranges 0 30
if or
9@ == 0
9@ == 25
jf @OTB_PD_3965
if
Actor.InCar($PLAYER_ACTOR, 6@)
jf @OTB_PD_4204
036A: put_actor $PLAYER_ACTOR in_car 6@
jump @OTB_PD_3988

:OTB_PD_3965
0ABF: set_vehicle 6@ engine_state_to 1
wait 100
02D4: car 6@ turn_off_engine
jump @OTB_PD_3672

:OTB_PD_3988
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PD_4074
if
056E: car 6@ defined
jf @OTB_PD_4204
if
Actor.InCar($PLAYER_ACTOR, 6@)
jf @OTB_PD_4074
if
00E1: player 0 pressed_key 6
jf @OTB_PD_4067
jump @OTB_PD_4074

:OTB_PD_4067
jump @OTB_PD_3988

:OTB_PD_4074
Car.LockInCurrentPosition(6@) = False
jump @OTB_PD_4204

:OTB_PD_4088
if
Actor.Animation($PLAYER_ACTOR) == "XPRESSSCRATCH"
jf @OTB_PD_3672
0687: clear_actor $PLAYER_ACTOR task
jump @OTB_PD_3672

:OTB_PD_4131
gosub @OTB_PD_4145
jump @OTB_PD_4204

:OTB_PD_4145
Car.LockInCurrentPosition(6@) = False
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
01F7: set_player $PLAYER_CHAR ignored_by_cops 0
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
Player.CanMove($PLAYER_CHAR) = True
return

:OTB_PD_4197
jump @OTB_PD_2

:OTB_PD_4204
jump @OTB_PD_4211

:OTB_PD_4211
gosub @OTB_PD_4225
jump @OTB_PD_2

:OTB_PD_4225
Car.RemoveReferences(6@)
return

:OTB_PD_4232
if and
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
84A7: not actor $PLAYER_ACTOR driving_boat
jf @OTB_PD_4197
10@ = Actor.CurrentCar($PLAYER_ACTOR)
080E: get_actor $PLAYER_ACTOR ped_event_to 11@
12@ = Car.Health(10@)
if
03C9: car 10@ damaged
jf @OTB_PD_4197
if
not 12@ > 800
jf @OTB_PD_4197
if
11@ == 72
jf @OTB_PD_4197
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
jump @OTB_PD_4197


OTB_PDE.cs

{$VERSION 3.1.1000}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:OTB_PDE_2
thread 'OTB_PDE'
wait 0
if
$ONMISSION == 0
jf @OTB_PDE_912
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PDE_912
if
Actor.Driving($PLAYER_ACTOR)
jf @OTB_PDE_912
if and
84A7: not actor $PLAYER_ACTOR driving_boat
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
jf @OTB_PDE_912
0@ = Actor.CurrentCar($PLAYER_ACTOR)
1@ = Car.Health(0@)
3@ = 0
if and
1@ >= 700
not 1@ >= 800
jf @OTB_PDE_174
0209: 3@ = random_int_in_ranges 0 1000
if
3@ == 400
jf @OTB_PDE_912
jump @OTB_PDE_663

:OTB_PDE_174
if
Actor.Driving($PLAYER_ACTOR)
jf @OTB_PDE_912
if and
1@ >= 600
not 1@ >= 700
jf @OTB_PDE_260
0209: 3@ = random_int_in_ranges 0 1000
if or
3@ == 30
3@ == 800
jf @OTB_PDE_912
jump @OTB_PDE_663

:OTB_PDE_260
if
Actor.Driving($PLAYER_ACTOR)
jf @OTB_PDE_912
if and
1@ >= 500
not 1@ >= 600
jf @OTB_PDE_354
0209: 3@ = random_int_in_ranges 0 1000
if or
3@ == 100
3@ == 999
3@ == 305
jf @OTB_PDE_912
jump @OTB_PDE_663

:OTB_PDE_354
if
Actor.Driving($PLAYER_ACTOR)
jf @OTB_PDE_912
if and
1@ >= 400
not 1@ >= 500
jf @OTB_PDE_455
0209: 3@ = random_int_in_ranges 0 1000
if or
3@ == 800
3@ == 500
3@ == 0
3@ == 46
jf @OTB_PDE_912
jump @OTB_PDE_663

:OTB_PDE_455
if
Actor.Driving($PLAYER_ACTOR)
jf @OTB_PDE_912
if and
1@ >= 350
not 1@ >= 400
jf @OTB_PDE_573
0209: 3@ = random_int_in_ranges 0 1000
if or
3@ == 800
3@ == 600
3@ == 0
3@ == 1000
3@ == 200
3@ == 400
jf @OTB_PDE_912
jump @OTB_PDE_663

:OTB_PDE_573
if
Actor.Driving($PLAYER_ACTOR)
jf @OTB_PDE_912
if and
1@ >= 300
not 1@ >= 100
jf @OTB_PDE_912
0209: 3@ = random_int_in_ranges 0 100
if or
3@ == 0
3@ == 17
3@ == 93
jf @OTB_PDE_912
jump @OTB_PDE_663

:OTB_PDE_663
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @OTB_PDE_912
if
056E: car 0@ defined
jf @OTB_PDE_912
02D4: car 0@ turn_off_engine
if
0AB0: key_pressed 87
jf @OTB_PDE_869
if
Actor.InCar($PLAYER_ACTOR, 0@)
jf @OTB_PDE_912
0605: actor $PLAYER_ACTOR perform_animation "XPRESSSCRATCH" IFP "PED" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0209: 6@ = random_int_in_ranges 0 40
if or
6@ == 0
6@ == 40
jf @OTB_PDE_846
if
Actor.InCar($PLAYER_ACTOR, 0@)
jf @OTB_PDE_912
036A: put_actor $PLAYER_ACTOR in_car 0@
jump @OTB_PDE_912

:OTB_PDE_846
0ABF: set_vehicle 0@ engine_state_to 1
wait 100
02D4: car 0@ turn_off_engine
jump @OTB_PDE_663

:OTB_PDE_869
if
Actor.Animation($PLAYER_ACTOR) == "XPRESSSCRATCH"
jf @OTB_PDE_663
0687: clear_actor $PLAYER_ACTOR task
jump @OTB_PDE_663

:OTB_PDE_912
Car.RemoveReferences(0@)
jump @OTB_PDE_2



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5.11.2015, 10:16 -

Категория: Grand Theft Auto: San Andreas » Скрипты для Grand Theft Auto: San Andreas » CLEO скрипты для Grand Theft Auto: San Andreas

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